[unity] Add option to not pause spine with timeline

There is already an option with hold the animation, but there is no
option to not pause the animation while the Timeline director is paused.

An example use-case where this option is important is when the timeline
is paused while waiting for an user input, but there is still a need to
play an idle loop animation on a spine skeleton.
This commit is contained in:
Vladislav Hristov 2021-07-22 12:10:45 +03:00
parent 0b01c0036e
commit cd3d8e3359
3 changed files with 13 additions and 3 deletions

View File

@ -50,6 +50,7 @@ public class SpineAnimationStateDrawer : PropertyDrawer {
SerializedProperty useBlendDurationProp = property.FindPropertyRelative("useBlendDuration");
SerializedProperty mixDurationProp = property.FindPropertyRelative("mixDuration");
SerializedProperty holdPreviousProp = property.FindPropertyRelative("holdPrevious");
SerializedProperty dontPauseWithDirectorProp = property.FindPropertyRelative("dontPauseWithDirector");
SerializedProperty eventProp = property.FindPropertyRelative("eventThreshold");
SerializedProperty attachmentProp = property.FindPropertyRelative("attachmentThreshold");
SerializedProperty drawOrderProp = property.FindPropertyRelative("drawOrderThreshold");
@ -91,6 +92,9 @@ public class SpineAnimationStateDrawer : PropertyDrawer {
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, holdPreviousProp);
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, dontPauseWithDirectorProp);
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, eventProp);

View File

@ -53,6 +53,7 @@ namespace Spine.Unity.Playables {
#pragma warning restore 414
public float mixDuration = 0.1f;
public bool holdPrevious = false;
public bool dontPauseWithDirector = false;
[Range(0, 1f)]
public float attachmentThreshold = 0.5f;

View File

@ -41,15 +41,18 @@ namespace Spine.Unity.Playables {
public int trackIndex;
IAnimationStateComponent animationStateComponent;
bool dontPauseWithDirector = true;
bool isPaused = false;
TrackEntry pausedTrackEntry;
float previousTimeScale = 1;
public override void OnBehaviourPause (Playable playable, FrameData info) {
if (!dontPauseWithDirector) {
if (!isPaused)
HandlePause(playable);
isPaused = true;
}
}
public override void OnBehaviourPlay (Playable playable, FrameData info) {
if (isPaused)
@ -119,6 +122,8 @@ namespace Spine.Unity.Playables {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(i);
SpineAnimationStateBehaviour clipData = inputPlayable.GetBehaviour();
dontPauseWithDirector = clipData.dontPauseWithDirector;
if (clipData.animationReference == null) {
float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix;
state.SetEmptyAnimation(trackIndex, mixDuration);